VR is becoming the new trend - people wanting the “immersive experience” in viewing entertainment. The times are moving from the model of “here’s a show – buy it, rent it, look at it” to a new model of “here’s a show – experience it, play with it and immerse yourself in it.” With the emergence of VR into the market, it gives the addition of two brand new delivery systems, the Internet portal and mobile applications, to view the newly created VR immersion product. Through these “portal” companies, such as Samsung, Oculus, HTC, Vive, Jaunt, Google, Little Star, and Sony VR, to name a few, and the second (mobile applications) that are being pioneered by such providers as Verizon and Sprint, delivery of content is in high demand and growing. These companies are the driving force behind VR and passive immersion television, which is the next generation viewing experience. Many believe this will not only be the future of television but of the theatrical viewing experience, as well.

Our Project is a “Narrative Passive Immersive Virtual Reality” (“NPIVR”) as opposed to just the VR experience. The audience will experience the action and the story as if they are there. This will be the first of its kind. Most VR pieces that are being done right now are VR “experience” happenings. For example, a bathysphere is lowered into the ocean and the viewer experiences all the wonders of the sea and its inhabitants as if they were really there. Or in the new “Mummy” film, we watch Tom Cruise as he is caught in an exploding airplane and we are made to “experience” zero gravity while the plane breaks apart.

Virtual Reality in itself isn’t a brand-new technology. Back in 1962 the cartoon The Jetsons, produced by Hanna-Barbera, was originally aired for one year. They added new episodes in 1985 to 1987 as part of a futuristic world. In this cartoon they had futuristic Virtual Reality holograms when they talked on the phone where the other party appeared to be standing right in front of them. Back then we laughed and said “yeah, right.” Today's virtual reality technologies build upon ideas that date back to the 1800s, almost to the very beginning of practical photography. In 1838, the first stereoscope was invented, using twin mirrors to project a single image. That eventually developed into the View-Master, patented in 1939 and still produced today. Fast forward to 2015. In 2015 they started using Virtual Reality in video games. The games became more real to the point now where with the right equipment the viewer can now actually participate in the game. Last year one cell phone company had the “hottest” Christmas item selling, the Virtual Reality headset for the smartphone. It went viral. Every other commercial you saw on TV was a commercial for this mind wowing technology. They couldn’t keep them in stock. In just a few short months all the phone companies started selling the Virtual Reality equipment. What are they lacking? We can sum that up in one word—content. There is very little content out there to play on these devices. That’s why any Virtual Reality content at all is collecting premium dollar for licensing. We have an entire market out there begging for something to watch on their new equipment and be “wowed.”

Our team has created strategic alliances with Holor, formally Cryworks/Polygon, where Hans Uhlig brings significant credentials to the fledgling company with a decades-long career in technical filmmaking. Hans invented the Virtual Reality camera and he’s been our lifelong partner on many projects. In addition to ILM and Lucasfilm, Uhlig has also worked for Electronic Arts and Polygon. Uhlig is also a trained mechanical engineer and will oversee the development of industry-first capture and production technology and determine how best to apply it to the VR landscape. http://holor.com/holor_studios/

Currently in Development

Title: Kona: Cabo Adventure

Based on the book Kona: A Dolphin's Quest

CGI Narrative Passive Immersive Virtual Reality Television Special

Two 22 minute episodes for a total of 44 minutes. Project completion time is 14 months.

Windward Designs

When Kona is released into the ocean on her own, she makes a pact to find her mom and the rest of her pod. With her new quest ahead of her, Kona will be introduced to new friends along the way. Felicia, a humpback whale; Lyle, a sea turtle, Kale, a male dolphin, Matteo, a sea lion, and Raven, a stingray. Where there are friends, there are also enemies. A large squid named Ivan, who is often called Ivan the Terrible, is always looking for his next meal, no matter how big or small.

As she travels across the ocean she will meet Raven, who directs her to Cabo. Now Kona's real adventure begins.